﻿using System;

using UnityEngine;
// ReSharper disable RedundantUsingDirective
using Object = UnityEngine.Object;
using Entity = UnityEngine.GameObject;
// ReSharper restore RedundantUsingDirective
// ReSharper disable InconsistentNaming
#pragma warning disable 108


public class EventlineStaticActor
{
	public static Entity Camera;
	public static Entity MiddleCam;
	public static Entity MainCamera;
	public static Entity RealTimeLight;
}


public abstract class EventlineActorTemplate : EventlineActorTemplate_Common
{
	public delegate void Attack(Entity main, Entity target);
	public delegate void Attack_RootMotion(Entity main, GameObject target, GameObject start, GameObject end);
	public delegate void Move( Entity main, Entity target );
	public delegate void SkillBoss(Entity main, Entity camera, Entity mainCamera);
	public delegate void SkillAttack(Entity main, Entity target, Entity camera);
	public delegate void SkillTargetAll(Entity main, Entity target1, Entity target2, Entity target3, Entity camera);
	public delegate void Damage(Entity main, Entity camera);
	public delegate void SupportAttack(Entity main, Entity target, Entity mainCamera);
	public delegate void Ultimate(Entity main, Entity camera, Entity target1, Entity target2, Entity target3, Entity target4, Entity mainCamera);
	/*
	public delegate void actor_set0(System.Object main);
	public delegate void actor_set1(System.Object main, System.Object actor1);
	public delegate void actor_set2(System.Object main, System.Object actor1, System.Object actor2);
	public delegate void actor_set3(System.Object main, System.Object actor1, System.Object actor2, System.Object actor3);
	public delegate void actor_set4(System.Object main, System.Object actor1, System.Object actor2, System.Object actor3, System.Object actor4);
	*/
}


public abstract class EventlineActorMethod : EventlineActorTemplate
{
	public Default Default;
}


public abstract class EventlineSignatureTemplate : EventlineSignatureTemplate_Common
{
	//public delegate void hit(System.Object Target, System.String num);
	public delegate void hit(Entity Target, string num);
	public delegate void move( string dir, string dur );
	public delegate void supportatk();
	public delegate void supportdef();
	public delegate void cast();
	public delegate void guard();
	public delegate void cameraidle();
	public delegate void cameraidleinstant();
	public delegate void camerashakeclear();
	public delegate void showwaveui();
	public delegate void lighttransform_modify();
	public delegate void lighttransform_original();
	public delegate void event_01();
	public delegate void event_02();
	public delegate void event_03();
	public delegate void event_gameobject_01(Entity Target);
	public delegate void event_gameobject_02(Entity Target);
}
